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Gauntlet

HERO Member
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Everything posted by Gauntlet

  1. Those are extremely cool. Do you do figures for others for fees?
  2. Have you actually heard how quiet a grizzly bear can be. They can be almost completely silent. It's absolutely terrifying.
  3. Question, how in the hell did someone come up with an Owlbear??? I know it's from D&D but just wondering what the purpose of it would be.
  4. I was referring to concept wise, not actual ability rules. I normally will have the player tell me what type of character they would like to play: perhaps something like this elven Druid/Ranger (Archer) character that they used to play in a D&D game. I then ask them what the character was capable and create similar attributes to their FH character. I always make sure they understand that FH is a different rules and things work differently, but even a little similarity makes it easier for new players to play.
  5. I understand what you are referring to. There is an incredibly larger number of choices for an FH character than any D&D based character. But there is nothing wrong with utilizing D&D to create characters, especially for players new to Hero. For new players I receive if they have a D&D character, they would like to use I allow it to be used for the base of the character to allow them better understanding, and then allow them to grow with the huge increase of options that Hero gives them. This way they don't feel so lost as they start with a character they can understand and then have the option to allow him/her to grow without the limitations of class/level based characters.
  6. And as for my feelings about Fantasy Hero verse D&D 5.0 is the same as comparing going on the freeway with your car or trying to go down the freeway by foot without any arms or legs (and don't even think about a powered wheelchair).🤪 As just a thought I definitely could see one way of doing it as stating that a character has a free pool of points for equipment as a percentage of their character points. That way as they go up in power they are allowed better and better equipment.
  7. I never said that they have to be expensive but powers cost points. They may not cost a lot of points but they do cost something. If they don't cost points then why would a fighter have to pay points for weapon familiarities, or combat skill levels, or martial arts. It is just the fact that if you spend point in one place you do not have the points to spend them somewhere else. Even if you only spend 10 points for spells, those 10 points are not usable in other places. That is my only point. The big difference is that someone who is direct in what they can do is very good at what they do, but if in a situation where those skills are not useful they can do almost nothing, while a multi-abilities character can do many things but on the individual items he will not be as good as the concentrated one. Like my example before. Should you have a character who has purchased 50 points in Brick Powers, 50 points in Martial Arts abilities/powers, 50 points in energy blasts, 50 points in mental powers, and 50 points in odd powers, his/her individual power level will not be as good as that character who spent all 250 points on one thing such as energy blasts, so in a situation where ranged combat is the order of business, he/she will not be as effective. But then again if you are in a situation where it is very close and mostly HTH combat your full powered energy blast character may not be as effective as your multi-powered character who definitely has HTH options.
  8. But what if the item is completely destroyed rather than just being stolen?
  9. Definitely a good point, depending on the campaign of course. I personally have a tendency to give out a decent amount of magic items, but not all GMs do.
  10. I don't argue against this point, the only issue might be is where to spend the points. If you pay points for high STR and CON plus skill levels and even martial arts with swords it means points that you cannot utilize on spells. Usually due to point constraints, a fighter will be much better in HTH combat then a spell caster just because he/she can use all his/her points in HTH combat. Similar to how it is in a Superhero game, if your character is a brick, martial artist, mentalist, energy blaster, they probably won't be as good as other characters who concentrate on one.
  11. Much of VIPER would also be behind the scenes. While they do have agents and supervillains they also have a number of characters with no real powers themselves but still can screw with the characters, the Duchess being a prime example. Other organizations as well, such as the Institute of Human Advancement, like to screw with characters from behind the scenes, making it so that it doesn't matter that they can take a direct nuclear strike, they can still be screwed with. Even a number of individual supervillains, like Harlequin, who loves to screw with characters from abroad.
  12. Now I have to admit, a good part of me is arguing about this just for the sake of being able to argue, but I can see some real points for characters paying for equipment. One of the big ones could be fighters vs magi. A fighter can get a 2d6 HKA with a single skill level (typical Great Sword) for absolutely no points while the magi must pay a base cost of 32 points. It can make it easier to create a fighter who can do a decent of damage for less points. Now it can be argued that he/she would also need to pay points to buy up their STR, purchase skill levels, and the weapon familiarity to be able to use the weapon, but the STR and skill levels allow him/her to do a lot more than just do damage. It allows them to also make themselves harder to hit or make it easier to hit their target, and if you are utilizing 5th edition, he/she even gets additional PD, REC, and STUN for no additional points. What that Magi only gets to use the point for is damage and has to pay additional points to make it easier to hit with the magic-based attack that they had to pay for. So I do have to say that there is a real argument for requiring characters to pay for equipment, at least equipment that can be utilized in a fight.
  13. Though even when converting D&D to Fantasy Hero, you have to make sure that you utilize the advantage of FH and not just try to directly transfer it. When doing so look at the prospect of the dungeon and how it works before you translate it.
  14. Was wondering if people think it might be a good idea to have Fantasy Hero characters pay points for their equipment. It can be said that it is rather hard to determine the strength of FH characters if their equipment is free. Or is there any other way to better determine the strength of your characters?
  15. And I believe it actually says that Haymaker happens at the end of the next phase, not based on your DEX.
  16. I have noticed that allowing characters to attack and then perform another act such as moving made faster characters almost unbeatable, at least verse HTH opponents. Faster martial artist attacks the brick and moves away, now the brick has no attack and has to make a full move if he wants to attack via HTH. Ranged combat characters don't have as much of a problem but it still could happy by attacking and then moving to cover so you cannot be attacked. Also, is it truly required? Maybe it would be if all characters could only maneuver during their phase, but you don't have to do that and can pretty much go in any phase you want.
  17. Not so sure. You seemed to like my Against the Giants game which is D&D converted to Hero.
  18. I definitely have to agree with you, especially how short the Phases are in Hero.
  19. I had forgotten about her (or him, or it, or whatever she/he/it wants). I like the DEMON writeup. I believe it was one of the best and she is pretty much the nastiest villain in that book.
  20. There are a few things, though I am not sure if they are exactly what you are looking for. Two of them are the Advance Player's Guide I and II. They do have some interesting ways of utilizing the rules. I also like the Ultimate series of books. There also is the Hero Combat Manager but I kinda feel it is rather convoluted and confusing to easily utilize.
  21. I will have to steal this for my FH Game!!!!!
  22. I actually find Dr. Destroyer and Mechanon as being a little to direct in their fighting style and they do seem to have problems with groups of heroes. I find odd ball attack based villains to be much nastier. So I would have to agree that Fleshtone is definitely more of a problem than Dr. Destroyer. My players have found Harlequin as one of the ones they hate to have to deal with. He isn't as powerful, but he likes to attack them from a distance with traps and such. Means that even if they have won the fight, they never defeated him.
  23. It definitely is one of the older ones but I was wondering if it was from the older TV series or one of the older ones from the newer TV series that the humans had to use as the newer ones could be turned off by the enemy. And why in the heck to I keep thinking the name of the robots was the Decepticons. I am getting too old for all this S#$%.
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